Texture Mode Controls

Node Selection and Movement

The mouse controls for node movement are:

The keyboard controls for node movement are:

Rotations and mirroring

X Mirrors the nodes horizontally
Y Mirrors the nodes vertically
E Rotates 90 degrees anti-clockwise
R Rotates 90 degrees clockwise
O Cycles the nodes (see below)

The cycle node option basically swaps the positions of the nodes around. It moves the second node to where the first one was, the third to the location of the second, etc. Useful when the nodes are basically in the right positions, but they aren't being mapped to the correct vertices of the polygons.

Changing the part of texture viewed

By default the texture is drawn at a scale of 1:1 in the corner of the screen. However if you are using particularly small or large textures, it may be useful to use a different scale. The keys 6-0 can be used to change the scale as follows:

6 Decrease scale to next lowest power of 2
7 Decrease scale in steps of 1
8 Set scale to x1
9 Increase scale in steps of 1
10 Increase scale to next highest power of 2

(Eg. Starting from a scale of x1/5:
Pressing 9 will change the scale in turn to x1/4,x1/3,x1/2,x1,x2,x3,x4,x5 etc.
Pressing 0 will change the scale in turn to x1/4,x1/2,x1,x2,x4,x8,x16 etc.)

If the mouse cursor is over the texture when one of these keys is pressed, and the texture won't fit on screen using the chosen scale, then an area of texture centered about the mouse will be shown. (So if the mouse is over the bottom right corner of the texture when you zoom in, then the bottom right corner of the texture will be shown).

It isn't always possible to show the whole of the texture on screen at once (either because of large textures, or use of the texture repeat option). Therefore you can press T to toggle into and out of texture resizing mode. In this mode you can click and drag on the sides of the texture to alter the amount shown. Also clicking and dragging within the texture will alter the part of the texture shown, assuming Inteng isn't currently drawing the whole lot. Pressing the arrow keys while in this mode will scroll the texture in steps of a quarter of the shown width/height. (holding down shift will cause it to scroll 4 times faster).

Changing the number of texture repeats used.
By default when editing the texture UV co-ordinates you are limited to moving the nodes within one copy of the texture. However you can choose to have the texture tiled, so that you can draw multiple copies of it on a single polygon. Pressing a SHIFT + N will bring up a table of possible numbers of tiles to use (1x1, 1x2, … infinite x infinite). Note that this key combination will also work in polygon mode.

A few miscellaneous keys

C Select a texture
P Select the previous texture out of those loaded
N Select the next texture out of those loaded
< Undo (see the section on undo/redo)
> Redo( ditto)
I Toggle the red outline that is put around selected polygons.
Ctrl + X Exit back to control mode

Triangle/Quad mode

Pressing Q while in polygon mode will switch the texture mapper between triangle and quad mode.(You can tell which you are in by looking at the text on the left). While in quad mode you will 4 nodes to move when editing the UV co-ordinates. However if the polygons you are working on are triangles, you should switch to triangle mode so that only 3 nodes get shown. Being in the correct mode is also important when it comes to using the copy texturing option (see later). However it doesn't need to be set for texture wrap, texture tile or multiple node mode to work.

Undo/Redo

There is a limited form of undo and redo that can be accessed by using < (for undo) and > (for redo). There is a separate undo buffer for polygon and texture mode. This means that while in texture mode you can only undo and redo the steps that were done while in that mode. While in polygon mode, you can only undo and redo steps that were done in polygon mode (However a single undo/redo step will jump past all the changes made in a single session in texture mode).

The undo system keeps track of changes to texturing, polygon flags, and polygon merging. It isn't capable of undoing changes to texture animation or polygon deletion. The polygon mode undo buffer can keep track of approximately 5000 triangles worth of changes, so if you try to alter all of the polygons in a level at once, you probably won't be able to undo it.